Waterloo

After having thrashed out several enjoyable sessions of Quatre Bras, from Didier Rouy‘s Le Retour de l’Empereur boxed set (from Pratzen Editions), it’s time to move on to the main event: Waterloo.

Setup and ready to go. Now what do I do?

Setup and ready to go. Now what do I do?

The game is set up, and all ready to go. I do, however, need to have another read through the optional rules (to decide what ones I want to use) and the special rules for the Waterloo battle.

I was glad to see a specific restriction on the French use of the guard, as my last outing as an Allied player in this battle (Grognard SimulationsWaterloo at ConsimWorld) might have been more successful had this or something like it been in place.

So far as the optional rules are concerned, I really like those for Voltigeurs. (I just wish there were more skirmish counters available.) I want to impose some form of command and control, and will probably use a bastardized and simplified version of the most complex optional rules for this. Part of me wishes I had the space to run Wavre at the same time, but the realist in me knows it would be too much.

Close up of the front lines

Close up of the front lines

The more I have played this system, the more I have grown to like it. Getting the combined arms effect is a joy when it works out, but sometimes fate and enemy action intervene. I use the log sheets, partly because I find it quicker, and partly because I want to avoid as many markers as I can. Besides, I really like the counters.

I recently read Alessandro Barbero‘s book on the topic, and there might be a slight delay in the game start while I top that up with some further reading.

 

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